Link: http://csnation.totalgamingnetwork.c...d.php?t=179475

CS-Nation was given the go ahead for an interview with the team behind Black Mesa, the highly anticipated modification for the Source engine. For those unfamiliar, Black Mesa aims to faithfully recreate the original Half-Life utilizing the latest Source technology. While the core gameplay remains intact from the original Half-Life, Black Mesa aims to bring more beauty to the research facility by utilizing high-resolution textures, updated models, and much more.
If you have a question you've been dying to find out about this modification, now is your chance to ask it. Simply leave a comment here with your questions for the team. There is no guarantee every question will be answered, but it certainly does not hurt to try!
I'll check out the comments left here and elsewhere and begin to compile a list of questions to submit. Reminders will periodically go out over the next few days to remind you to get your questions sent in. As of right now there is no set date that the questions have to be in by, however a "due date" for question submissions will be announced within the next few days.
If you still need a bit more background information on what to expect from Black Mesa, be sure and hit the jump. We'll clue you in on the goal of the team and what gameplay features we can expect once the mod is released.
Now obviously, if you do not have a CS-Nation forum account, I'll also check here if you guys post any questions in the thread.

CS-Nation was given the go ahead for an interview with the team behind Black Mesa, the highly anticipated modification for the Source engine. For those unfamiliar, Black Mesa aims to faithfully recreate the original Half-Life utilizing the latest Source technology. While the core gameplay remains intact from the original Half-Life, Black Mesa aims to bring more beauty to the research facility by utilizing high-resolution textures, updated models, and much more.
If you have a question you've been dying to find out about this modification, now is your chance to ask it. Simply leave a comment here with your questions for the team. There is no guarantee every question will be answered, but it certainly does not hurt to try!
I'll check out the comments left here and elsewhere and begin to compile a list of questions to submit. Reminders will periodically go out over the next few days to remind you to get your questions sent in. As of right now there is no set date that the questions have to be in by, however a "due date" for question submissions will be announced within the next few days.
If you still need a bit more background information on what to expect from Black Mesa, be sure and hit the jump. We'll clue you in on the goal of the team and what gameplay features we can expect once the mod is released.
Black Mesa is set in and around the Black Mesa Research Facility as depicted in the original Half-Life game. The research facility is a former Cold War missile complex based in New Mexico, and features a diverse array of locations ranging from abandoned rocket testing silos to modern administrative offices, from underground physics laboratories to a full-scale hydroelectric dam. The game continues beyond, into an inter-dimensional border world known as Xen. What will set Black Mesa apart from other Source engine modifications in development is the attention to environment detail. Levels will be faithful to the original Half-Life concept and built from scratch, yet will feature higher-resolution textures, detailed world models, and a higher quality of audio ambience courtesy of the Source engines soundscape system. The end goal of such attention to detail is an immersive single-player environment, which will engross the player in a story that is yet to be matched by any other first-person shooter.
• Detailed and interactive environments based on the original Half-Life game, including reconstructed multiplayer maps;
• Single-player, co-operative and deathmatch modes planned;
• Original music score by Joel Nielsen;
• Artificial intelligence that will dynamically think, react and interact with and about their environment;
• Normal, specular and parallax mapping utilized on world surfaces and models where applicable;
• A priority on gameplay and immersion factors such as ambience, logical functionality and interactivity.
• Detailed and interactive environments based on the original Half-Life game, including reconstructed multiplayer maps;
• Single-player, co-operative and deathmatch modes planned;
• Original music score by Joel Nielsen;
• Artificial intelligence that will dynamically think, react and interact with and about their environment;
• Normal, specular and parallax mapping utilized on world surfaces and models where applicable;
• A priority on gameplay and immersion factors such as ambience, logical functionality and interactivity.
Comment